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Messages - Terrah87

Pages: [1] 2
1
Help / Re: Help with the Character Creator
« on: September 29, 2011, 09:28:38 AM »
managed to get a work around for the not being able to take the classes on level 1 with Leto which is fine as it's only a small handful of us playing this. However still getting the error message from toolset whenever I open a module with any custom classes either PRC or my own. is there any log file with the toolset which says what causes the errors?

2
Builders / Re: Shape Changing
« on: September 29, 2011, 08:51:23 AM »
Got it working now ^^ I made a new script and it works fine ^^

3
Builders / Re: Shape Changing
« on: September 29, 2011, 08:41:58 AM »
ahh thanks ^^ I've probably done something wrong elsewhere then thanks ^^

4
Builders / Re: Shape Changing
« on: September 29, 2011, 08:28:13 AM »
so I just need to include that where I'm defining all the other intergers and it should work?

5
Builders / Shape Changing
« on: September 28, 2011, 07:29:47 AM »
Sorry for all the posts but you guys are the few people I know that are still around in NWN and having just come back I'm having to relearn a fair bit. I've made several feats for our werewolf race that handle all the shapeshifting parts of the race although the initial shapeshifting works I can't seem to get "cancel polymorph" button to show up on the menu is there something I need to add to the script? the current script I'm using is a modified wildshape one which looks like:

Code: [Select]
#include "x2_inc_itemprop"
#include "x3_inc_horse"

void main()
{
    //Declare major variables
    int nSpell = GetSpellId();
    object oTarget = GetSpellTargetObject();
    effect eVis = EffectVisualEffect(VFX_IMP_POLYMORPH);
    effect ePoly;
    int nPoly;
    int nDuration = DURATION_TYPE_PERMANENT;
    if (!GetLocalInt(GetModule(),"X3_NO_SHAPESHIFT_SPELL_CHECK"))
    { // check to see if abort due to being mounted
        if (HorseGetIsMounted(oTarget))
        { // abort
            if (GetIsPC(oTarget)) FloatingTextStrRefOnCreature(111982,oTarget,FALSE);
            return;
        } // abort
    } // check to see if abort due to being mounted

    //Determine Polymorph subradial type
    if(nSpell == 840)
    {
        nPoly = POLYMORPH_TYPE_WOLF;
    }
    else if (nSpell == 841)
    {
        nPoly = POLYMORPH_TYPE_WEREWOLF;
    }
    else if (nSpell == 842)
    {
        nPoly = POLYMORPH_TYPE_DIRE_WOLF;

    }
    ePoly = EffectPolymorph(nPoly);
    ePoly = ExtraordinaryEffect(ePoly);
    //Fire cast spell at event for the specified target
    SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_WERE_SHAPE, FALSE));

    int bWeapon = StringToInt(Get2DAString("polymorph","MergeW",nPoly)) == 1;
    int bArmor  = StringToInt(Get2DAString("polymorph","MergeA",nPoly)) == 1;
    int bItems  = StringToInt(Get2DAString("polymorph","MergeI",nPoly)) == 1;

    object oWeaponOld = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,OBJECT_SELF);
    object oArmorOld = GetItemInSlot(INVENTORY_SLOT_CHEST,OBJECT_SELF);
    object oRing1Old = GetItemInSlot(INVENTORY_SLOT_LEFTRING,OBJECT_SELF);
    object oRing2Old = GetItemInSlot(INVENTORY_SLOT_RIGHTRING,OBJECT_SELF);
    object oAmuletOld = GetItemInSlot(INVENTORY_SLOT_NECK,OBJECT_SELF);
    object oCloakOld  = GetItemInSlot(INVENTORY_SLOT_CLOAK,OBJECT_SELF);
    object oBootsOld  = GetItemInSlot(INVENTORY_SLOT_BOOTS,OBJECT_SELF);
    object oBeltOld = GetItemInSlot(INVENTORY_SLOT_BELT,OBJECT_SELF);
    object oHelmetOld = GetItemInSlot(INVENTORY_SLOT_HEAD,OBJECT_SELF);
    object oShield    = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,OBJECT_SELF);
    if (GetIsObjectValid(oShield))
    {
        if (GetBaseItemType(oShield) !=BASE_ITEM_LARGESHIELD &&
            GetBaseItemType(oShield) !=BASE_ITEM_SMALLSHIELD &&
            GetBaseItemType(oShield) !=BASE_ITEM_TOWERSHIELD)
        {
            oShield = OBJECT_INVALID;
        }
    }




    //Apply the VFX impact and effects
    ClearAllActions(); // prevents an exploit
    ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF);
    ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ePoly, OBJECT_SELF, HoursToSeconds(nDuration));

    object oWeaponNew = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,OBJECT_SELF);
    object oArmorNew = GetItemInSlot(INVENTORY_SLOT_CARMOUR,OBJECT_SELF);

    if (bWeapon)
    {
            IPWildShapeCopyItemProperties(oWeaponOld,oWeaponNew, TRUE);
    }
    if (bArmor)
    {
        IPWildShapeCopyItemProperties(oShield,oArmorNew);
        IPWildShapeCopyItemProperties(oHelmetOld,oArmorNew);
        IPWildShapeCopyItemProperties(oArmorOld,oArmorNew);
    }
    if (bItems)
    {
        IPWildShapeCopyItemProperties(oRing1Old,oArmorNew);
        IPWildShapeCopyItemProperties(oRing2Old,oArmorNew);
        IPWildShapeCopyItemProperties(oAmuletOld,oArmorNew);
        IPWildShapeCopyItemProperties(oCloakOld,oArmorNew);
        IPWildShapeCopyItemProperties(oBootsOld,oArmorNew);
        IPWildShapeCopyItemProperties(oBeltOld,oArmorNew);
    }

}

6
Help / Re: Help with the Character Creator
« on: September 27, 2011, 04:10:26 PM »
It's : "Access violation at address 0040BD05 in module 'nwtoolset.exe' read of address 00000030."

7
Help / Re: Help with the Character Creator
« on: September 27, 2011, 03:30:35 PM »
Thanks for the help! ^^ I've attached the 2da to this post

8
Help / Re: Help with the Character Creator
« on: September 27, 2011, 02:30:42 PM »
If I want to use a class as a baseclass do I have to set anything special anywhere other than classes.2da? I've managed to take the classes in game after level one I just can't make a new character in the java character creator with the same classes

9
Help / Re: Help with the Character Creator
« on: September 27, 2011, 02:00:50 PM »
Seems to be something in the classes 2da that's broke as it's causing my toolset to crash when I open the mod that uses the haks I'd made now

10
Help / Re: Help with the Character Creator
« on: September 27, 2011, 01:35:02 PM »
According to my 2das there's nothing wrong with them. I may be wrong as it's been years since I've messed about with classes, I'm going to leave it for now and come back to it tomorrow

11
Help / Re: Help with the Character Creator
« on: September 27, 2011, 01:09:53 PM »
triple checking them now :P

12
Help / Re: Help with the Character Creator
« on: September 27, 2011, 12:54:14 PM »
Tried running it with admin and without and it's not made a difference. It works with the standard NWN classes and writes the bics instantly it just hangs whenever it tries to write a bic of a non standard class

13
Help / Re: Help with the Character Creator
« on: September 27, 2011, 12:49:08 PM »
found the log file!

there's no error on it just this:

Invalid icon: isk_x3_ride.tga
Invalid icon: isk_x3_ride.tga
Invalid icon: isk_x3_ride.tga
Wing: 0
Tail: 0

The CC still just hangs once you've clicked finalise with nothing else happening

14
Help / Re: Help with the Character Creator
« on: September 27, 2011, 12:35:23 PM »
alright got it working now using this : "c:\program files (x86)\java\jre6\bin\java.exe" -Xmx200M -Xms200M -jar "c:\cc\cc.jar" > cc.log

however no log file was being created in the CC folder :/

15
Help / Re: Help with the Character Creator
« on: September 27, 2011, 12:09:39 PM »
Getting path errors now going to go bang my head against a wall for a bit then try again :P

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